Snake Arrow

These arrows are magically held snakes with fletching on their backs (provides aerodynamics) that are released from their stasis upon impact with a target, dealing 1d6+3 damage. Targets struck by the arrows must make a fortitude save or be afflicted by poison. Which type and the DCs for the rolls depend on the snake.

Slow poison DC 25 – delays 10 rounds before 1st save, then 2d4 strength damage.
Fast poison DC 20 – delays 5 rounds before 1st save, then 1d6 dexterity damage.
Instant poison DC 15 – 1st save when struck, 1d10 constitution damage.

The snakes may engage the target (%50 chance, attacks as a small viper), or slither off into the grass, back to meet up with their owner.

Moderate Necromancy and Minor Enchantment; CL 9th; Craft Magic Arms and Armor, poison and charm animals; Price 1,500 gold


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Discus of Annihilation

This metallic disc soars up to 120 feet away, striking targets for 3d8 dmg and returning to the wielder’s hand. Unfortunately, it has a limited number of strikes (usually around 10 charges) before it annihilates itself. Without specific training, it is difficult hard to be accurate with the discus. Wielders are required to have martial or exotic proficiencies to avoid penalties.

Variants that do not annihilate themselves include a sonic disc (1d8+1d6 sonic damage), flame disc (1d8+1d6 fire damage), holy discus (1d8+1d6 holy damage), etc, etc.

Craft Magic Arms, return to sender; permanency; Cost 12,000 gp. The only magic given off by the standard version is the return to sender spell. Alternate versions also give off the enchantments that provide each bonus.


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